include("../scripts/ai/include/basic.lua") -- Required control rate control_rate = 2 -- Required "control" function. function control() task = ai.taskname() enemy = ai.getenemy() if task ~= "attack" and enemy ~= nil then ai.hostile(enemy) ai.pushtask(0, "attack", enemy) elseif task == "none" then planet = ai.landplanet() -- Planet needs to exist.. if planet == nil then ai.pushtask(0, "hyperspace") else ai.pushtask(0, "hyperspace") ai.pushtask(0, "land", planet) end end end function attacked(attacker) task = ai.taskname() if task ~= "attack" and task ~= "runaway" then taunt(attacker) ai.pushtask(0, "attack", attacker) elseif task == "attack" then if ai.targetid() ~= attacker then ai.pushtask(0, "attack", attacker) end end end function create() ai.setcredits(rnd.int(1000, ai.shipprice()/100)) end function taunt(target) taunts = { "Prepare for annihilation!", "I shall wash my hull with your blood!", "Your head will make a great trophy!" } ai.comm(target, taunts[rnd.int(1, #taunts)]) end function go() target = ai.target() dir = ai.face(target) dist = ai.dist(target) bdist = ai.minbrakedist() if dir < 10 and dist > bdist then ai.accel() elseif dir < 10 and dist < bdist then ai.poptask() ai.pushtask(0, "stop") end end function stop() if ai.isstopped() then ai.stop() ai.poptask() ai.settimer(0, rnd.int(8000, 15000)) ai.pushtask(0, "land") else ai.brake() end end function land() if ai.timeup(0) then ai.pushtask(0, "hyperspace") end end